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Made in se
Wicked Canoptek Wraith





Stockholm

The Monofilament Web rule states clearly, and I quote:

"*After firing a doomweaver, place a coin or other suitable marker next
to any unit hit. The next time these units move (for whatever reason)
they count as being in both difficult and dangerous terrain. Remove the
marker from a unit after it has completed its movement".

That tells me that this marker is there as long as the unit/units hit has'nt moved, even if its all game, which makes this rule a very good one. Am I interpreting this right?

This message was edited 1 time. Last update was at 2012/04/02 11:06:43


   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

Yes, as long as they don't move the marker remains.

Once they do, take the dangerous terrain test and remove the marker.
   
Made in au
Frenzied Berserker Terminator






Yep, that's how it works. Makes the Night Spinner highly underrated, IMHO.
   
Made in us
5th God of Chaos! (Ho-hum)





Curb stomping in the Eye of Terror!

Yup... you're right...

Remember, the way to get around that is to simply move ONE model. Therefore, only one model takes the DT test... not the whole unit. Then, the DT counter is gone.

Still sucks tho, especially if you're playing a foot list.

Live Ork, Be Ork. or D'Ork!


 
   
Made in gb
Decrepit Dakkanaut




The whole unit counts as moving if one model moves, remember.
   
Made in us
Death-Dealing Devastator






Also remember that sometimes being in dangerous terrain doesn't matter (fleet, counter-assault pile ins, consolidations) but the marker is still removed.

If you think you are too small to have an impact, try sleeping with a mosquito. 
   
Made in gb
Decrepit Dakkanaut




"Fleet" isnt a move, it is an allowance to assault after running, whcih still triggers dangerous terrain. pile in, defender react and consolidation moves are exempt from checks as noted.
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

Running of course does trigger Dangerous.

But remember that only the models which actually move through Dangerous have to take Dangerous tests. So if you move just one model, that triggers just the one dangerous terrain test, and the counter goes away as the unit counts as having moved.

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.

Maelstrom's Edge! 
   
Made in us
Killer Khymerae



Appleton, Wisconsin

Moving one model still accomplishes your goal. It seems like a great way to prevent an assault squad or equivalent unit from getting in close. Either they roll lots of dice, or effectively don't move for a turn.

Jollydevil wrote:
In my eyes, every weapon is special.
No weapon left behind.
 
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

Absolutely, it's still a useful effect. They can just mitigate the damage a bit if they're willing to stand still.

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.

Maelstrom's Edge! 
   
Made in se
Wicked Canoptek Wraith





Stockholm

Well the movng of one model to prevent dangerous tests will be my oponents problem to figure out. Its not like I will shout "Hey, you can move just one model!". In all honesty I think they will have to do their own research some times instead of rely on me all the time

   
Made in gb
Frightening Flamer of Tzeentch







Also don't forget the 3 strength 6 large blasts!

Tournament record: (W/D/L)
Space wolves : 1/1/1
Dark Eldar : 6/0/1 (1 overall win)
Daemons :8/0/2 (1 overall win)
Normal games starting 5/11/12:
Dark Eldar 13/0/1
Daemons 32/1/1
Friends armies 1/0/0 
   
Made in se
Wicked Canoptek Wraith





Stockholm

3 blast templates? What am I missing here?

   
Made in us
5th God of Chaos! (Ho-hum)





Curb stomping in the Eye of Terror!

Mannahnin wrote:Absolutely, it's still a useful effect. They can just mitigate the damage a bit if they're willing to stand still.

Yup... and I HATE that damned thing...

For gak and giggles, I moved the entire ork mob (DT test be damned) and consequently lost more than 25% of my unit and BROKE!

Ugh...

Hence, move just one model to take the test, but my unit stood still doing nuthing... which is alright by my Eldar player.

And remember, Night Spinner is one of the few weapons that only needs to HIT, (rather than wound) to force pinning test (and add the DT token).

Live Ork, Be Ork. or D'Ork!


 
   
Made in se
Wicked Canoptek Wraith





Stockholm

But about the 3 Large Blast templates? Why 3 of them? Am I missing something here?

   
Made in jp
Longtime Dakkanaut



Aizuwakamatsu, Fukushima, Japan

I would assume he means filling your 3 heavy support slots with Nightspinners, or he's gotten them confused with the Support Weapon battery.
   
 
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